xSIXx
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| Joined: 06 Aug 2010 |
| Total Posts: 9202 |
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| 11 Jun 2013 08:31 PM |
100% works
tested
may delete some laggy players, but if they are lagging to the point which this script removes them, i doubt they could even play the game.
http://www.roblox.com/Anti-Exploit-place?id=55430262 |
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Xetis
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| Joined: 04 May 2013 |
| Total Posts: 2228 |
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| 11 Jun 2013 08:33 PM |
| So it's based on how much you lag?? |
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| 11 Jun 2013 08:33 PM |
| Umm, except that the exploit doesn't have to stop any scripts from running...? |
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Oysi
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| Joined: 06 Jul 2009 |
| Total Posts: 9058 |
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Parthax
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| Joined: 27 Apr 2011 |
| Total Posts: 6941 |
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| 11 Jun 2013 08:46 PM |
| is there any way to stop fps throttling now :D |
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bohdan77
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| Joined: 10 Aug 2008 |
| Total Posts: 7944 |
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| 11 Jun 2013 08:49 PM |
| There is. I think it was using network controller(Might not be correct), to count physics fps. 30 fps is normal, 40+ fps throttle or bad lag. |
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xSIXx
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| Joined: 06 Aug 2010 |
| Total Posts: 9202 |
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| 11 Jun 2013 08:51 PM |
@render
you can't base everything on technical stuff all the time.
think about the majority of the exploiters out there, all they do is run some free modeled admin commands which obviously have to rely on the player actually being there.
and sure they can just run it quickly and do the command, but they are probably not thinking of doing that when they first enter the game. and knowing their average, stupid, 10-year-old mentailities, they will get scared off on the first attempt. |
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bohdan77
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| Joined: 10 Aug 2008 |
| Total Posts: 7944 |
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| 11 Jun 2013 08:53 PM |
| @XSIXx calling them exploiters is insulting the ones who make it. |
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booing
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| Joined: 04 May 2009 |
| Total Posts: 6594 |
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| 11 Jun 2013 09:39 PM |
| cool, wouldn't stop some people but still good. |
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bohdan77
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| Joined: 10 Aug 2008 |
| Total Posts: 7944 |
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| 11 Jun 2013 09:47 PM |
| Not allowing to reset, would block a bit more, I would think. |
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| 11 Jun 2013 09:52 PM |
| You don't have to reset just to execute code. |
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bohdan77
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| Joined: 10 Aug 2008 |
| Total Posts: 7944 |
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| 11 Jun 2013 09:54 PM |
| Well, seeing that half of the exploiters I saw, had to reset for it to take effect. Then I would assume, that for some exploits, it does? |
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bohdan77
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| Joined: 10 Aug 2008 |
| Total Posts: 7944 |
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| 11 Jun 2013 09:55 PM |
| But they were mostly Admin Commands, So I guess so. |
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booing
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| Joined: 04 May 2009 |
| Total Posts: 6594 |
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| 12 Jun 2013 11:41 AM |
... You wouldn't know. Have you breakpointed the address it prints out for Lua hooking? |
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| 12 Jun 2013 12:29 PM |
Didn't approve..
Got to exploit on it without no ban |
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lucas668
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| Joined: 18 Jun 2008 |
| Total Posts: 6183 |
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| 12 Jun 2013 12:42 PM |
| Don't they just change the local animation script in characters? Why don't we just delete that and replace it with a global one that does the same thing? |
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booing
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| Joined: 04 May 2009 |
| Total Posts: 6594 |
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| 12 Jun 2013 12:43 PM |
cannot. let. place. win. http://puu.sh/3e8WZ.png |
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booing
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| Joined: 04 May 2009 |
| Total Posts: 6594 |
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| 12 Jun 2013 12:44 PM |
@lucas Because then they'd hook into CoreScripts |
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lucas668
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| Joined: 18 Jun 2008 |
| Total Posts: 6183 |
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| 12 Jun 2013 12:47 PM |
| Then we leave it there but disable it? And then put in the global one? |
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SirMelton
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| Joined: 05 Jun 2013 |
| Total Posts: 551 |
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| 12 Jun 2013 12:50 PM |
| Why am I unable to stay at the game, Booing? |
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Seranok
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| Joined: 12 Dec 2009 |
| Total Posts: 11083 |
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| 12 Jun 2013 03:42 PM |
> Note, each event creates a new thread, no need for that Spawn. Is this a recent change? |
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| 12 Jun 2013 03:46 PM |
| Pretty sure it's always done that - makes sense, or else every part.Touch that needs a loop wouldn't need a debounce. |
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uyjulian
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| Joined: 29 Nov 2012 |
| Total Posts: 1214 |
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| 12 Jun 2013 04:09 PM |
@RenderSettings Yes, that is correct. However if there is an error, the event would be disconnected. |
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robox44
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| Joined: 16 Sep 2008 |
| Total Posts: 737 |
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| 12 Jun 2013 04:34 PM |
| considering it's based on how laggy they are, people on good computers won't be detected.... |
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nairod7
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| Joined: 26 Mar 2010 |
| Total Posts: 869 |
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| 12 Jun 2013 04:38 PM |
| Why don't you just make a server-sided script which will parent a localscript to each players, make that localscript change something like its name and make the serverscript check if the name has changed or not (which mean if this localscript's been hooked by an exploit)? Maybe I'm wrong somewhere. |
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